Mr.Pig Posted January 4, 2015 Report Share Posted January 4, 2015 Has anyone tried this? The amount objects is different everytime I place the plotpole. Here you go, use mine: private ["_target","_objectClasses","_range","_objects","_count","_colour"]; disableSerialization; _target = cursorTarget; _objectClasses = DZE_maintainClasses; _range = DZE_PlotPole select 0; _objects = nearestObjects [_target, _objectClasses, _range]; _count = count _objects; _colour = "#ffffff"; if(_count / DZE_BuildingLimit * 100 < 40)then{ _colour = "#00ff00"; }; if(_count / DZE_BuildingLimit * 100 > 75)then{ _colour = "#ff0000"; }; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7014); _result = format["<t color='%3'>%1 / %2</t>" , _count, DZE_BuildingLimit,_colour]; _ctrl ctrlSetStructuredText parseText _result; Link to comment Share on other sites More sharing options...
Draay Posted January 10, 2015 Report Share Posted January 10, 2015 Edit: I should have looked harder. Thanks for this. Link to comment Share on other sites More sharing options...
lostandcrazy34 Posted January 12, 2015 Report Share Posted January 12, 2015 I am having a issue where the friends of plot poles are not able to build. its saying they need a plot pole within range. I have checked the inventory of the plot pole in the database and the friends UID and names are being added yet for some reason its not letting them build. any fix for this? Link to comment Share on other sites More sharing options...
Bilco Posted January 12, 2015 Report Share Posted January 12, 2015 From my RPT: ErrorMessage: File mpmissions\DayZ_Epoch_11.Chernarus\EpochMods\Cfg\defines.hpp, line 45: .RscButton: Member already defined. I haven't messed with it and I'm using the one that came with the download yesterday. Link to comment Share on other sites More sharing options...
N4mEL3sS Posted January 12, 2015 Report Share Posted January 12, 2015 @Bilco just go to your defines.hpp and delete the RscButton class Link to comment Share on other sites More sharing options...
Draay Posted January 12, 2015 Report Share Posted January 12, 2015 @Bilco just go to your defines.hpp and delete the RscButton class What nameless said. I had it defined by my admin menu if i'm not mistaken. So i went into the admin menu hpp file and renamed it to RscButton2 so they wouldn't clash. Good luck, PM me if you're stuck. Also, i'm looking to remove the old plot pole scroll options that you get under "manage plot", any ideas where i can get them removed? Link to comment Share on other sites More sharing options...
lostandcrazy34 Posted January 13, 2015 Report Share Posted January 13, 2015 they are in self actions there is a discussion in the previous posts about how to remove them. I am having a issue with the plot friends even after being added not able to build. Their names and IDs are going into the database but its still not letting them build. I have double and tripple checked the player_build.sqf and I cant find a error inside it so i was wondering if there is another spot that can be causing this issue? Link to comment Share on other sites More sharing options...
lostandcrazy34 Posted January 13, 2015 Report Share Posted January 13, 2015 Here is my player_build.sqf /* DayZ Base Building Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected]. */ private ["_location","_dir","_classname","_item","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_started","_finished","_animState","_isMedic","_dis","_sfx","_hasbuilditem","_tmpbuilt","_onLadder","_isWater","_require","_text","_offset","_IsNearPlot","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_findNearestPoles","_findNearestPole","_distance","_classnametmp","_ghost","_isPole","_needText","_lockable","_zheightchanged","_rotate","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_combinationDisplay","_zheightdirection","_abort","_isNear","_need","_needNear","_vehicle","_inVehicle","_requireplot","_objHDiff","_isLandFireDZ","_isTankTrap","_playerID", "_playerUID","_ownerID","_buildcheck","_isowner","_isfriendly","_maxBuildDistance","_vector","_buildOffset","_vUp"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; // disallow building if too many objects are found within 30m if((count (([player] call FNC_GetPos) nearObjects ["All",30])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];}; _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _isWater = dayz_isSwimming; _cancel = false; _reason = ""; _canBuildOnPlot = false; _vehicle = vehicle player; _inVehicle = (_vehicle != player); _playerUID = [player] call FNC_GetPlayerUID; if (DZE_APlotforLife) then { _playerID = [player] call FNC_GetPlayerUID; }else{ _playerID = dayz_characterID; }; DZE_Q = false; DZE_Z = false; DZE_Q_alt = false; DZE_Z_alt = false; DZE_Q_ctrl = false; DZE_Z_ctrl = false; DZE_5 = false; DZE_4 = false; DZE_6 = false; DZE_cancelBuilding = false; DZE_updateVec = false; DZE_memDir = 0; DZE_memForBack = 0; DZE_memLeftRight = 0; call gear_ui_init; closeDialog 1; if (_isWater) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_26", "PLAIN DOWN"];}; if (_inVehicle) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"];}; if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_21", "PLAIN DOWN"];}; if (player getVariable["combattimeout", 0] >= time) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"];}; _item = _this; // Need Near Requirements _abort = false; _reason = ""; _needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby"); { switch(_x) do{ case "fire": { _distance = 3; _isNear = {inflamed _x} count (([player] call FNC_GetPos) nearObjects _distance); if(_isNear == 0) then { _abort = true; _reason = "fire"; }; }; case "workshop": { _distance = 3; _isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]); if(_isNear == 0) then { _abort = true; _reason = "workshop"; }; }; case "fueltank": { _distance = 30; _isNear = count (nearestObjects [player, dayz_fuelsources, _distance]); if(_isNear == 0) then { _abort = true; _reason = "fuel tank"; }; }; }; } forEach _needNear; if(_abort) exitWith { cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"]; DZE_ActionInProgress = false; }; _classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create"); _classnametmp = _classname; _require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require"); _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); _ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview"); _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable"); }; _requireplot = DZE_requireplot; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then { _requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot"); }; if (_requireplot == 0) then{_requireplot = false}else{_requireplot = true}; _isAllowedUnderGround = 1; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then { _isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground"); }; _offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset"); if((count _offset) <= 0) then { _offset = [0,1.5,0]; }; _isPole = (_classname == "Plastic_Pole_EP1_DZ"); _isLandFireDZ = (_classname == "Land_Fire_DZ"); _distance = DZE_PlotPole select 0; _needText = localize "str_epoch_player_246"; if(_isPole) then { _distance = DZE_PlotPole select 1; }; // check for near plot _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance]; _findNearestPole = []; { if (alive _x) then { _findNearestPole set [(count _findNearestPole),_x]; }; } count _findNearestPoles; _IsNearPlot = count (_findNearestPole); // If item is plot pole && another one exists within 45m if(_isPole && _IsNearPlot > 0) exitWith { DZE_ActionInProgress = false; cutText [(format [localize "str_epoch_player_44", DZE_PlotPole select 1]) , "PLAIN DOWN"]; }; if(_IsNearPlot == 0) then { // Allow building of plot if(_requireplot == 0 || _isLandFireDZ) then { _canBuildOnPlot = true; }; } else { // Since there are plots nearby we check for ownership && then for friend status // check nearby plots ownership && then for friend status _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable ["ownerPUID","0"]; // check if friendly to owner if(_playerID == _ownerID) then { //Keep ownership // owner can build anything within his plot except other plots if(!_isPole) then { _canBuildOnPlot = true; }; } else { // disallow building plot if(!_isPole) then { _friendlies = _nearestPole getVariable ["plotfriends",[]]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friendlies; _builder = getPlayerUID player; // check if friendly to owner if(_builder in _fuid) then { _canBuildOnPlot = true; }; }; }; }; // _message if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"]; }; _missing = ""; _hasrequireditem = true; { _hastoolweapon = _x in weapons player; if(!_hastoolweapon) exitWith { _hasrequireditem = false; _missing = getText (configFile >> "cfgWeapons" >> _x >> "displayName"); }; } count _require; _hasbuilditem = _this in magazines player; if (!_hasbuilditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]; }; if (!_hasrequireditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_137"),_missing] , "PLAIN DOWN"]; }; if (_hasrequireditem) then { _location = [0,0,0]; _isOk = true; // get initial players position & set max build range origin. if ((DZE_BuildInPlotRadius) && (_requireplot)) then{ _location1 = [_nearestPole] call FNC_GetPos; _maxBuildDistance = _Distance / 2; diag_log text "Pole initial location."; }else{ _location1 = [player] call FNC_GetPos; _maxBuildDistance = 5; diag_log text "Player initial location."; }; diag_log format["[Player_Build] _location1 = %1, _maxBuildDistance = %2, DZE_BuildInPlotRadius = %3, _requireplot = %4",_location1, _maxBuildDistance, DZE_BuildInPlotRadius, _requireplot]; _dir = getDir player; // if ghost preview available use that instead if (_ghost != "") then { _classname = _ghost; }; _object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; _object attachTo [player,_offset]; _position = [_object] call FNC_GetPos; cutText [(localize "str_epoch_player_45"), "PLAIN DOWN"]; _objHDiff = 0; if !(_item in DZE_noRotate) then{ ["","","",["Init","Init",0]] spawn build_vectors; }; while {_isOk} do { _zheightchanged = false; _zheightdirection = ""; _rotate = false; if (DZE_Q) then { DZE_Q = false; _zheightdirection = "up"; _zheightchanged = true; }; if (DZE_Z) then { DZE_Z = false; _zheightdirection = "down"; _zheightchanged = true; }; if (DZE_Q_alt) then { DZE_Q_alt = false; _zheightdirection = "up_alt"; _zheightchanged = true; }; if (DZE_Z_alt) then { DZE_Z_alt = false; _zheightdirection = "down_alt"; _zheightchanged = true; }; if (DZE_Q_ctrl) then { DZE_Q_ctrl = false; _zheightdirection = "up_ctrl"; _zheightchanged = true; }; if (DZE_Z_ctrl) then { DZE_Z_ctrl = false; _zheightdirection = "down_ctrl"; _zheightchanged = true; }; if (DZE_4) then { _rotate = true; DZE_4 = false; if(DZE_dirWithDegrees) then{ DZE_memDir = DZE_memDir - DZE_curDegree; }else{ DZE_memDir = DZE_memDir - 45; }; }; if (DZE_6) then { _rotate = true; DZE_6 = false; if(DZE_dirWithDegrees) then{ DZE_memDir = DZE_memDir + DZE_curDegree; }else{ DZE_memDir = DZE_memDir + 45; }; }; if(DZE_updateVec) then{ [_object,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; DZE_updateVec = false; }; if(_rotate) then { [_object,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; }; if(_zheightchanged) then { detach _object; _position = getPosATL _object; if(_zheightdirection == "up") then { _position set [2,((_position select 2)+0.1)]; _objHDiff = _objHDiff + 0.1; }; if(_zheightdirection == "down") then { _position set [2,((_position select 2)-0.1)]; _objHDiff = _objHDiff - 0.1; }; if(_zheightdirection == "up_alt") then { _position set [2,((_position select 2)+1)]; _objHDiff = _objHDiff + 1; }; if(_zheightdirection == "down_alt") then { _position set [2,((_position select 2)-1)]; _objHDiff = _objHDiff - 1; }; if(_zheightdirection == "up_ctrl") then { _position set [2,((_position select 2)+0.01)]; _objHDiff = _objHDiff + 0.01; }; if(_zheightdirection == "down_ctrl") then { _position set [2,((_position select 2)-0.01)]; _objHDiff = _objHDiff - 0.01; }; _object setDir (getDir _object); if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then { _position set [2,0]; }; _object setPosATL _position; //diag_log format["DEBUG Change BUILDING POS: %1", _position]; _object attachTo [player]; [_object,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw; }; sleep 0.5; _location2 = getPosATL player; if(DZE_5) exitWith { _isOk = false; detach _object; _dir = getDir _object; _vector = [(vectorDir _object),(vectorUp _object)]; _position = getPosATL _object; //diag_log format["DEBUG BUILDING POS: %1", _position]; deleteVehicle _object; }; if(_location1 distance _location2 > 5) exitWith { _isOk = false; _cancel = true; _reason = "You've moved to far away from where you started building (within 5 meters)"; detach _object; deleteVehicle _object; }; if(abs(_objHDiff) > 5) exitWith { _isOk = false; _cancel = true; _reason = "Cannot move up or down more than 5 meters"; detach _object; deleteVehicle _object; }; if (player getVariable["combattimeout", 0] >= time) exitWith { _isOk = false; _cancel = true; _reason = (localize "str_epoch_player_43"); detach _object; deleteVehicle _object; }; if (DZE_cancelBuilding) exitWith { _isOk = false; _cancel = true; _reason = "Cancelled building."; detach _object; deleteVehicle _object; }; }; //No building on roads unless toggled if (!DZE_BuildOnRoads) then { if (isOnRoad _position) then { _cancel = true; _reason = "Cannot build on a road."; }; }; // No building in trader zones if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; }; if ((DZE_BuildOnGround) && !(_requireplot)) then{ _toohigh = false; if (_ispole) then{ if ((_position select 2) > DZE_MaxPlotHeight) then{_toohigh = true}; }else{ if ((_position select 2) > DZE_MaxNoPlotNeededHeight) then{_toohigh = true}; }; if (_toohigh) exitWith { _isOk = false; _cancel = true; _reason = "This item must be built at ground level."; detach _object; deleteVehicle _object; }; }; if(!_cancel) then { _classname = _classnametmp; // Start Build _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; _tmpbuilt setdir _dir; // Get position based on object _location = _position; if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then { _location set [2,0]; }; _tmpbuilt setVectorDirAndUp _vector; _buildOffset = [0,0,0]; _vUp = _vector select 1; switch (_classname) do { case "MetalFloor_DZ": { _buildOffset = [(_vUp select 0) * .148, (_vUp select 1) * .148,0]; }; }; _location = [ (_location select 0) - (_buildOffset select 0), (_location select 1) - (_buildOffset select 1), (_location select 2) - (_buildOffset select 2) ]; if (surfaceIsWater _location) then { _tmpbuilt setPosASL _location; _location = ASLtoATL _location; //Database uses ATL } else { _tmpbuilt setPosATL _location; }; cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"]; _limit = 3; if (DZE_StaticConstructionCount > 0) then { _limit = DZE_StaticConstructionCount; } else { if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then { _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount"); }; }; _isOk = true; _proceed = false; _counter = 0; while {_isOk} do { [10,10] call dayz_HungerThirst; player playActionNow "Medic"; _dis=20; _sfx = "repair"; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; [player,_dis,true,([player] call FNC_GetPos)] spawn player_alertZombies; r_interrupt = false; r_doLoop = true; _started = false; _finished = false; while {r_doLoop} do { _animState = animationState player; _isMedic = ["medic",_animState] call fnc_inString; if (_isMedic) then { _started = true; }; if (_started && !_isMedic) then { r_doLoop = false; _finished = true; }; if (r_interrupt || (player getVariable["combattimeout", 0] >= time)) then { r_doLoop = false; }; if (DZE_cancelBuilding) exitWith { r_doLoop = false; }; sleep 0.1; }; r_doLoop = false; if(!_finished) exitWith { _isOk = false; _proceed = false; }; if(_finished) then { _counter = _counter + 1; }; cutText [format[(localize "str_epoch_player_139"),_text, _counter,_limit], "PLAIN DOWN"]; if(_counter == _limit) exitWith { _isOk = false; _proceed = true; }; }; if (_proceed) then { _num_removed = ([player,_item] call BIS_fnc_invRemove); if(_num_removed == 1) then { cutText [format[localize "str_build_01",_text], "PLAIN DOWN"]; if (_isPole) then { [] spawn player_plotPreview; }; _tmpbuilt setVariable ["OEMPos",_location,true]; if(_lockable > 1) then { _combinationDisplay = ""; switch (_lockable) do { case 2: { // 2 lockbox _combination_1 = (floor(random 3)) + 100; // 100=red,101=green,102=blue _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3]; dayz_combination = _combination; if (_combination_1 == 100) then { _combination_1_Display = "Red"; }; if (_combination_1 == 101) then { _combination_1_Display = "Green"; }; if (_combination_1 == 102) then { _combination_1_Display = "Blue"; }; _combinationDisplay = format["%1%2%3",_combination_1_Display,_combination_2,_combination_3]; }; case 3: { // 3 combolock _combination_1 = floor(random 10); _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3]; dayz_combination = _combination; _combinationDisplay = _combination; }; case 4: { // 4 safe _combination_1 = floor(random 10); _combination_2 = floor(random 10); _combination_3 = floor(random 10); _combination_4 = floor(random 10); _combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4]; dayz_combination = _combination; _combinationDisplay = _combination; }; }; _tmpbuilt setVariable ["CharacterID",_combination,true]; _tmpbuilt setVariable ["ownerPUID",_playerID,true]; PVDZE_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,_playerUID,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5]; systemChat format [(localize "str_epoch_player_140"),_combinationDisplay,_text]; } else { _tmpbuilt setVariable ["CharacterID",dayz_characterID,true]; _tmpbuilt setVariable ["ownerPUID",_playerID,true]; // fire? if(_tmpbuilt isKindOf "Land_Fire_DZ") then { _tmpbuilt spawn player_fireMonitor; } else { PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_playerUID,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; }; }; } else { deleteVehicle _tmpbuilt; cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"]; }; } else { r_interrupt = false; if (vehicle player == player) then { [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; }; deleteVehicle _tmpbuilt; cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"]; }; } else { cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"]; }; }; DZE_ActionInProgress = false; Link to comment Share on other sites More sharing options...
Bilco Posted January 13, 2015 Report Share Posted January 13, 2015 @Bilco just go to your defines.hpp and delete the RscButton class What nameless said. I had it defined by my admin menu if i'm not mistaken. So i went into the admin menu hpp file and renamed it to RscButton2 so they wouldn't clash. Good luck, PM me if you're stuck. Also, i'm looking to remove the old plot pole scroll options that you get under "manage plot", any ideas where i can get them removed? I got it guys, Thanks for the reply's. Link to comment Share on other sites More sharing options...
Killert Posted January 13, 2015 Report Share Posted January 13, 2015 hello, i have just installed this mod and it works for the most part but for then i go to add people to a group. and in the RTP this error shows up. 17:59:31 Error in expression <n { _object setVariable ["plotfriends", _intentory, true]; }; _object setVariab> 17:59:31 Error position: <_intentory, true]; }; _object setVariab> 17:59:31 Error Undefined variable in expression: _intentory 17:59:31 File z\addons\dayz_server\system\server_monitor.sqf, line 140 Error in expression <_fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allo> Error position: <_friends; _allowed = [_owner]; _allo> Error Undefined variable in expression: _friends File mpmissions\__CUR_MP.chernarus\custom\fn_selfActions.sqf, line 240 Error in expression < lbAdd [7002, (_x select 1)]; } forEach _friendlies; > Error position: <_friendlies; > Error Undefined variable in expression: _friendlies File mpmissions\__CUR_MP.chernarus\plotManagement\plotGetFriends.sqf, line 8 Error in expression <id = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allo> Error position: <_friends; _allowed = [_owner]; _allo> Error Undefined variable in expression: _friends File mpmissions\__CUR_MP.chernarus\custom\fn_selfActions.sqf, line 313 any help would be very nice. Thank you Link to comment Share on other sites More sharing options...
lostandcrazy34 Posted January 13, 2015 Report Share Posted January 13, 2015 did you double check your self actions and make sure that you have it installed correctly? that's where that error comes from Link to comment Share on other sites More sharing options...
lostandcrazy34 Posted January 13, 2015 Report Share Posted January 13, 2015 ok so my problem has to be within the player_build sqf because the friends can upgrade and remove walls but they are not able to build.. and i feel like i have quad checked the player_build.sqf and cannot seem to figure out what the problem is.. Link to comment Share on other sites More sharing options...
N4mEL3sS Posted January 13, 2015 Report Share Posted January 13, 2015 @Killert Okay that's easy. Just go to your server_monitor.sqf and replace all "_intentory" with "_inventory" Link to comment Share on other sites More sharing options...
Bandit Posted January 13, 2015 Report Share Posted January 13, 2015 problem solved Link to comment Share on other sites More sharing options...
lostandcrazy34 Posted January 13, 2015 Report Share Posted January 13, 2015 You can try to do it like this : // Find owner _ownerID = _nearestPole getVariable ["ownerPUID","0"]; diag_log format["Player_build start: [PlayerUID = %1] [OwnerID = %2]", _playerUID, _ownerID]; // check if friendly to owner if(_playerUID == _ownerID) then { //Keep ownership // owner can build anything within his plot except other plots diag_log text "Player is owner"; if(!_isPole) then { _canBuildOnPlot = true; }; Only I'm not sure if that helps you Thanks, I just got here to say I found my problem and it wasn't in the player_build.sqf file. it was actually in the player_build_plotCheck.sqf which was causing interference saying that the friends needed a plot pole within range which they had one and it just wasnt allowing them to build. I was working hard trying to figure this out and I went back and forth going through every file and I found this in the plot4life/snapbuild files and noticed it had a code that was real similar to the 3 files that needed to be changed with the plot managment. I added that bit of code in and now it works. :) Link to comment Share on other sites More sharing options...
nathan9117 Posted January 14, 2015 Report Share Posted January 14, 2015 For some reason I can open the plot management and add friends to the plot pole but no prices show up for maintain cost nor can I click to maintain. Any help would be appreciated. I have no errors in my RPT regarding the script and I also run Single Currency. Link to comment Share on other sites More sharing options...
i3lackoutHD Posted January 18, 2015 Report Share Posted January 18, 2015 If any player build a Plotpole they cant use the "Manage Plot"... They klick "Manage Plot" and the screen will open for 1 sec. --------------------------- Or can i give all player rights to manage all plotpole? Link to comment Share on other sites More sharing options...
lostandcrazy34 Posted January 18, 2015 Report Share Posted January 18, 2015 If any player build a Plotpole they cant use the "Manage Plot"... They klick "Manage Plot" and the screen will open for 1 sec. --------------------------- Or can i give all player rights to manage all plotpole? if you did that then it would cause problems. what anithack do you use? is the window closing for all the players? Link to comment Share on other sites More sharing options...
N4mEL3sS Posted January 18, 2015 Report Share Posted January 18, 2015 @nathan9117 For some reason I can open the plot management and add friends to the plot pole but no prices show up for maintain cost nor can I click to maintain. Any help would be appreciated. I have no errors in my RPT regarding the script and I also run Single Currency. Did you paste this lines into your compiles.sqf? MaintainPlot = compile preprocessFileLineNumbers "plotManagement\maintain_area.sqf";PlotPreview = compile preprocessFileLineNumbers "plotManagement\plotToggleMarkers.sqf";PlotObjects = compile preprocessFileLineNumbers "plotManagement\plotObjects.sqf"; // NEW Link to comment Share on other sites More sharing options...
i3lackoutHD Posted January 18, 2015 Report Share Posted January 18, 2015 if you did that then it would cause problems. what anithack do you use? is the window closing for all the players? I use InfiStar. All player have this problem. (i have add me to admin list so i have not this problem) Sry for bad english Link to comment Share on other sites More sharing options...
i3lackoutHD Posted January 18, 2015 Report Share Posted January 18, 2015 Any user know how can i fix that? Link to comment Share on other sites More sharing options...
Draay Posted January 18, 2015 Report Share Posted January 18, 2015 Having an issue and i've tried to find the answer in the thread with no luck. After installing plot management no one is able to remove their built items. I'm having to manually delete items for players and as you can imagine, it's annoying. Could anyone help? Link to comment Share on other sites More sharing options...
nathan9117 Posted January 18, 2015 Report Share Posted January 18, 2015 @nathan9117 Did you paste this lines into your compiles.sqf? MaintainPlot = compile preprocessFileLineNumbers "plotManagement\maintain_area.sqf";PlotPreview = compile preprocessFileLineNumbers "plotManagement\plotToggleMarkers.sqf";PlotObjects = compile preprocessFileLineNumbers "plotManagement\plotObjects.sqf"; // NEW I did not appear to have them in the compiles so I have added them and will test. Thanks. Link to comment Share on other sites More sharing options...
i3lackoutHD Posted January 19, 2015 Report Share Posted January 19, 2015 Having an issue and i've tried to find the answer in the thread with no luck. After installing plot management no one is able to remove their built items. I'm having to manually delete items for players and as you can imagine, it's annoying. Could anyone help? If u mean that user cant remove Objects after dead i think u can use this: Draay 1 Link to comment Share on other sites More sharing options...
Draay Posted January 19, 2015 Report Share Posted January 19, 2015 If u mean that user cant remove Objects after dead i think u can use this: Hey, i've seen that thread this morning and i don't know if it's after death or not. I will delete myself from the database and test that. Thanks for pointing it out to me, i'll edit the post with the result. Link to comment Share on other sites More sharing options...
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